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Hash, Inc. - Animation:Master

Stuart Rogers

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Posts posted by Stuart Rogers

  1. I wish i knew a better way to create scuff marks on the floor. I used an fbm turbulance, but it just looks too uniform like clouds
    I think you're chasing unicorns if you think you'll find a quick and easy solution to this - you'll have to create them by hand. That said, most of my scuff-type decals are based on freebie grunge maps from DV Garage that 3D World magazine gave away a couple of years back, mixed with the Clouds filter in PS, and some manual blending.
  2. I wasn't going for perfect animation (I tried to be as fast as possible), but basically I love how it turned out...
    I like it, and if you're satisfied with it then all the better.

     

    I would have put a little sideways shear on the characters when they were jumping slightly to the side, and maybe offset some of the jumps by a frame or two so that they didn't all launch at exactly the same time, but that's all third-pass stuff. I like the hurried, wobbly movement of the background characters as they wander by.

  3. Here is the final update on the Radial Drill. Let me know what you think
    It looks very nice with colour. However.... The rust patches don't look quite right to me. I think some of them seem too arbitrary, whereas in reality I think most chips in the paintwork are most likely to occur along an edge - places that are more prone to getting caught by passing lumps of metal, etc, rather than being isolated on a flat part. And, as Nancy suggests, some oily fingerprints and smudges would help make it look well used. Otherwise, it's really nice.
  4. I am trying to work with the graph solution. I did not have IK Left foot but left foot target as shown.
    Sorry for the confusion - the screenshot came from the project I was working on at the time I wrote my reply. It's pure coincidence it showed that particular bone (it's from my home-brewed rig).
  5. What am I doing wrong?
    By default the bones interpolate between keyframes using smooth splines, so as you pull CPs up, some parts of the spline may dip down, resulting in the effect you're seeing.

     

    To fix this, bring up the PWS - select menu View->Project Workspace. The drag the right hand edge of the PWS to the left to reveal a timeline of your animation - by default it'll show your keyframes as little tick marks. Select the wavy coloured lines button in the bottom left of the timeline window to show the curve your bone is bone. Select one of your foot bones and you should see its curve dipping below the zero line. Select those keyframe CPs to either side of such a dip, right click on the selection and choose Interpolation Method -> Zero Slope. That should fix it.

    [attachmentid=20639]

    post-221-1158515124_thumb.jpg

  6. That belt (& maybe necklace) is gonna be a problem animating...Is there some bone control so that they don't penetrate her lovely zoftig body?
    Surface constraints can help you here. You'll still probably need extra control to stop the links digging into the dress, but surface constraints will keep the base of each belt link on the dress surface. An extra bonus of the surface constraint is that by default the constrained object is oriented normal to the surface - it faces in the same direction its part of the dress faces, even as the dress flexes. Keeping the edges of the links from digging into the dress might be acheiveable using the cloth sim, but it might be simpler to ignore it until the main animation is done and use muscle mode, manually shifting CPs around.
  7. Do the arms have joints midway down the forearm?
    It's more of a "bowing" capability on each bone. It's a way of softening up the lines of a character, especially on something like this that's basically a stick figure.

     

    I overdid it in places. One theory says you're not supposed to do it so much that it is noticed.

    It was barely noticeable - it looked so smooth and fluid that I started wondering why he didn't look like a thrashing stick insect. It only became obvious when I started single-stepping through it, which doesn't count.
  8. As Jim mentioned... his tweaks could have been done in composite... an out of focus render...
    I think he said it was a zoom blur, which is slightly different (although for such a subtle blur we probably wouldn't be able to tell the difference). But even a zoom blur would be possible in A:M by making a short animation in which the camera moved forwards a little, with motion blur turned on.
    Nancy... your images are beautiful... you shouldn't hide them with fancy shmancy filters!
    Seconded.
  9. That's really nice.

     

    Do the arms have joints midway down the forearm? It looks like it in a couple of frames - when he getures with his right hand as he says 'sleep' - but it could be the result of splines flexing as the wrist bends. Either way, it looks nice and fluid.

     

    The guy's surface properties are almost like clay - the only thing missing are your thumb prints.

  10. This has just happened to me too. Filing the report gets the error message you had, the report appears on the list of reports, but my attached 1MB ZIP file didn't make it. Trying to add the ZIP file again resulted in the same error message.

  11. Looking good. I'm assuming you've taken your proportions from reference pictures, but... All the gas bottles I've come across (I work in a lab that has occasional need for them) have fairly square base plates - the carts generally are big enough for one bottle alone, and have a baseplate just the right size to hold the bottle.

  12. A few shots of the finished sewing machine...

    [attachmentid=20430][attachmentid=20431]

    [attachmentid=20432][attachmentid=20433]

     

    Eric, the model and its decals can be found (for the next few days) in this zip file. Can you try it out in case I've missed anything, and then check it into the SVN?

     

    And if Rodney wants a copy for the Extras DVD, he's quite welcome to it.

    post-221-1157906157_thumb.jpg

    post-221-1157906178_thumb.jpg

    post-221-1157906190_thumb.jpg

    post-221-1157906204_thumb.jpg

  13. That is a Gorgeous model Stuart - now I don't suppose you've got it rigged and an action file to make it run?
    Thanks. It's not as detailed as it could have been, but I had to call a halt at some point. I did toy with the idea of rigging it but I decided that was well beyond the call of duty - the rhythmic motion would be easy, but I think getting the thread to move convincingly would be tricky.
    Nyah... that would be crazy...(she said, as evil grin appears on face)
    And you can wipe that grin right off again, missy!
  14. but be warned long ago i had to render 2 frames due to the fact that in v 11 frame 00:00:00 would not render an image.
    How peculiar. I never had that problem with v11 (or any other version).
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